v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:Valos/Adventurecraft

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
 
{{Modification
 
{{Modification
 
| name = Adventurecraft
 
| name = Adventurecraft
| version = 47.02 - 47.05 1.997
+
| version = 47.02 - 47.04 1.96
| df version = 0.47.05
+
| df version = 0.47.04
| last update = 11/27/2022
+
| last update = 1/23/2021
 
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0
 
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0
 
}}
 
}}
  
Adventurecraft, yet another Wanderer's Friend derivative, is an [[adventure mode]] focused [[mod]] that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.
+
Adventurecraft, yet another Wanderer's Friend derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.
  
 
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.
 
Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.
Line 19: Line 19:
 
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.
 
* Several stones have been buffed to not be vastly inferior to bone. Look for the material tier designation. Chert is second only to obsidian in sharpness.
 
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
 
* Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock the secrets of the Beyond...
+
* The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices). Not all of the beasts added to the mod have usable hearts. Or, you can use the relevant megabeast heart (or equivalent for things that lack hearts) to unlock secrets of The Beyond...
 
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.
 
* Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.
  
Line 26: Line 26:
 
* Joint definitions have been moved to various body definitions instead of using the "humanoid joints" body token, allowing for things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
 
* Joint definitions have been moved to various body definitions instead of using the "humanoid joints" body token, allowing for things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
 
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.
 
* Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definitely will, unless the creature is stupidly huge.
* Venomous creatures yield venom glands when butchered. Sadly there's still no way to apply poison to weapons and get it to work. Instead an alchemical reaction allows you to process the venom sac into a sample of venom, modified to act as a contact poison. In addition, giant spiders have silk glands that can be spun into thread.
+
* Venomous creatures yield a venom sac when butchered. Sadly there's still no way to apply poison to weapons and get it to work. Instead an alchemical reaction allows you to process the venom sac into a sample of venom, modified to act as a contact poison.
 
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.
 
* Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.
* Sinews can now be obtained from butchering most creatures, and used as a source of thread.
+
* Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills. Megabeasts additionally grow at a more consistent rate, with the net result being that most beasts grow slower, while dragons grow faster. Bronze colossi gain a unique material instead of bronze, and dragons have an extra surprise in store.
+
* Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.
* Extremely small creatures have been tweaked slightly to make them a bit more likely to be successfully butchered, and non-giant birds properly yield feathers that can be used for crafts or decoration.
 
* A few new interactions can be used by most playable creatures. Almost every playable creature has an interaction to bypass restrictions on crafting or eating body materials from intelligent creatures, allowing you to mark a target beforehand. Elves additionally have an interaction for producing feywood, a material used by their civilization.
 
* Megabeast and semi-megabeast hearts can also be crafted into essences that grant basic spells. Each forms one of five opposing pairs themed around contrasting sphere, different yet similiar sister spheres, or other thematic contrasts.
 
  
 
=== New Creatures ===
 
=== New Creatures ===
Line 77: Line 74:
 
=== New Items ===
 
=== New Items ===
  
* Needles, required for sewing. In addition to wood, you can carve them from bone, tooth, nail, hoof, or horn.
+
* Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.
 
* Clubs, as a crude mace-equivalent as suggested by Kallin.
 
* Clubs, as a crude mace-equivalent as suggested by Kallin.
 
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.
 
* Caesti and katars, unarmed weapons suggested and worked on by Jackie.
Line 88: Line 85:
 
* Animal glue, which the recent combat changes have made useful.
 
* Animal glue, which the recent combat changes have made useful.
 
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.
 
* Eight raw-defined instruments that can be crafted, supplementing the generated instruments that can't be crafted in adventure mode.
* Feywood catalysts can be found at elven sites, or produced via magic accessible to elves in adventure mode. If you obtain one, a reaction exists to grow the improved feywood elves can use for weapons and armor.
 
  
 
=== Dismantling Items ===
 
=== Dismantling Items ===
Line 101: Line 97:
 
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.
 
* Just like whips, civs will generate metal slings because derp. Outsiders will also have access to metal staves, clubs, and caesti, all of which were balanced around the assumption that they'd only ever be made out of much lighter materials.
 
* No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
 
* No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units from a stack.
+
* The amount of usable leather, bone, etc can be increased by lopping off limbs. For bone, there are reaction bugs and balance issues behind why Adventurecraft has set crafting to consume full stacks, instead of vanilla's use of single units for a stack.
 
* Any plants you can pick in adventurer mode are nigh-infinite sources when they're in season. No amount of tweaking growth density has proven effective.
 
* Any plants you can pick in adventurer mode are nigh-infinite sources when they're in season. No amount of tweaking growth density has proven effective.
* Goblin and kobold adventurers will find their home to be an immense hassle to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.
+
* Goblin and kobold adventurers will find their home to be an immense pain in the ass to leave, as dark forts and caves block fast travel even if the inhabitants are friendly.
 
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%.  
 
* Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%.  
 
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.
 
* Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.
 +
* The addition of faked wood for outsider weapons adds an unusable material to the forge in fortress mode.
  
 
== Appendix A, Full list of new reactions ==
 
== Appendix A, Full list of new reactions ==
Line 112: Line 109:
  
 
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.
 
* Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.
* Dry and spin sinew into thread.
+
* Dry and spin gut into catgut thread.
* Spin hair, wool, or silk glands into thread.
+
* Spin hair or wool into thread.
 
* Process thread-bearing plant into thread.
 
* Process thread-bearing plant into thread.
 
* Weave cloth. Uses hair/wool, plant-based, or silk thread.
 
* Weave cloth. Uses hair/wool, plant-based, or silk thread.
 
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.
 
* Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.
* Craft charcoal. Uses a log, requires a cooking pot.
 
* Craft ash. Uses a log, requires a cooking pot.
 
 
* Repair cloth item. Uses cloth and thread, requires a needle.
 
* Repair cloth item. Uses cloth and thread, requires a needle.
* Repair feather item. Uses feathers and thread.
 
 
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.
 
* Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.
 
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.
 
* Repair wood/bone/stone item. Uses animal glue, requires a sharp object.
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.
 
* Split large stone into small rocks. Also requires a blunt small rock.
 
* Unravel cloth into thread.
 
* Dismantle cloth item. Requires a sharp object.
 
* Dismantle leather/scale/chitin item. Requires a sharp object.
 
* Dismantle stone item. Requires a blunt small rock.
 
* Dismantle metal item. Requires a blunt small rock.
 
  
 
=== Tools ===
 
=== Tools ===
Line 243: Line 230:
 
* Make leather/scale loincloth. Uses leather/scale.
 
* Make leather/scale loincloth. Uses leather/scale.
 
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.
 
* Sew leather/scale trousers. Uses leather/scale and thread, requires a needle.
* Sew leather/scale skirt. Uses leather/scale and thread, requires a needle.
 
 
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.
 
* Craft leather/scale footwraps. Uses leather, and requires a sharp object.
 
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.
 
* Sew leather/scale sandals. Uses leather/scale and thread, requires a needle.
* Craft leather/scale earring. Uses leather/scale.
 
* Craft leather/scale amulet. Uses leather/scale.
 
* Craft leather/scale bracelet. Uses leather/scale.
 
 
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.
 
* Decorate object with leather/scale. Uses leather/scale and thread, requires a needle.
  
Line 263: Line 246:
 
* Make cloth loincloth. Uses cloth.
 
* Make cloth loincloth. Uses cloth.
 
* Sew cloth trousers. Uses cloth and thread, requires a needle.
 
* Sew cloth trousers. Uses cloth and thread, requires a needle.
* Sew cloth skirt. Uses cloth and thread, requires a needle.
 
 
* Craft cloth footwraps. Uses cloth, and requires a sharp object.
 
* Craft cloth footwraps. Uses cloth, and requires a sharp object.
 
* Sew cloth socks. Uses cloth and thread, requires a needle.
 
* Sew cloth socks. Uses cloth and thread, requires a needle.
 
* Sew cloth sandals. Uses cloth and thread, requires a needle.
 
* Sew cloth sandals. Uses cloth and thread, requires a needle.
* Craft cloth earring. Uses leather/scale.
 
* Craft cloth amulet. Uses leather/scale.
 
* Craft cloth bracelet. Uses leather/scale.
 
 
* Decorate object with cloth. Uses cloth and thread, requires a needle.
 
* Decorate object with cloth. Uses cloth and thread, requires a needle.
* Weave feather hood. Uses feathers and thread.
 
* Weave feather cloak. Uses feathers and thread.
 
* Weave feather tunic. Uses feathers and thread.
 
* Weave feather skirt. Uses feathers and thread.
 
* Weave feather earring. Uses feathers and thread.
 
* Weave feather amulet. Uses feathers and thread.
 
* Weave feather bracelet. Uses feathers and thread.
 
* Decorate object with feathers. Uses feathers and thread.
 
  
 
=== Shields/Crafts (Wood) ===
 
=== Shields/Crafts (Wood) ===
Line 331: Line 302:
 
* Craft stone cabochon. Uses a blunt small rock, and requires a second.
 
* Craft stone cabochon. Uses a blunt small rock, and requires a second.
 
* Decorate object with stone. Uses a blunt small rock, and requires a second.
 
* Decorate object with stone. Uses a blunt small rock, and requires a second.
 +
 +
=== Item Dismantling ===
 +
 +
* Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.
 +
* Split large stone into small rocks. Also requires a blunt small rock.
 +
* Unravel cloth into thread.
 +
* Dismantle cloth item. Requires a sharp object.
 +
* Dismantle leather/scale/chitin item. Requires a sharp object.
 +
* Dismantle stone item. Requires a blunt small rock.
 +
* Dismantle metal item. Requires a blunt small rock.
  
 
=== Cooking and Alchemy ===
 
=== Cooking and Alchemy ===
Line 341: Line 322:
 
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.
 
* Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.
 
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.
 
* Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.
 
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.
 
* Craft feywood log. Uses a branch and a feywood catalyst.
 
 
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.
 
* Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.
 
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.
 
* Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.
 
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.
 
* Create magical essence from (semi)megabeast heart, shoggoth core, treant wood, or mountain bronze, Also uses a scroll, requires a mortar and pestle plus an empty waterskin.
 +
* Craft charcoal. Uses a log, requires a cooking pot.
 +
* Craft ash. Uses a log, requires a cooking pot.
 +
* Craft saltpeter. Uses a millable or threshable plant and ash, requires a cooking pot.
 +
* Craft crude gunpowder. Uses saltpeter and charcoal/coal, requires a mortar and pestle.
  
 
=== Paper/Parchment Crafting ===
 
=== Paper/Parchment Crafting ===
Line 508: Line 490:
 
=== Tier 1 ===
 
=== Tier 1 ===
  
* Alligator (and variants)
+
* Alligator (and variants, alligator men are currently unusable)
* Anaconda (and variants)
+
* Anaconda (and variants, anaconda men are currently unusable)
* Armadillo (and variants)
+
* Armadillo (and variants, armadillo men are currently unusable)
* Black bear (and variants)
+
* Black bear (and variants, black bear men are currently unusable)
 
* Blind cave bear
 
* Blind cave bear
* Blind cave ogre
+
* Blind cave ogre (currently unusable)
 
* Cave crocodile
 
* Cave crocodile
 
* Cave dragon
 
* Cave dragon
 
* Coelacanth
 
* Coelacanth
* Elephant (and variants)
+
* Elephant (and variants, elephant men are currently unusable)
* Emu (and variants)
 
 
* Giant cave spider
 
* Giant cave spider
 
* Giant desert scorpion (re-added due to Toady removing them ;w;)
 
* Giant desert scorpion (re-added due to Toady removing them ;w;)
* Mantis (normal version is a non-butcherable vermin)
+
* Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)
* Squid (normal version is a non-butcherable vermin)
+
* Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)
 
* Great white shark
 
* Great white shark
* Grizzly bear (and variants)
+
* Grizzly bear (and variants, grizzly bear men are currently unusable)
* Hippo (and variants)
+
* Hippo (and variants, hippo men are currently unusable)
* Magma crab
 
 
* Ogre
 
* Ogre
* Orca (and variants)
+
* Orca (and variants, orca men are currently unusable)
* Ostrich (and variants)
+
* Polar bear (and variants, polar bear men are currently unusable)
* Polar bear (and variants)
+
* Rhinoceros (and variants, rhinoceros men are currently unusable)
* Rhinoceros (and variants)
+
* Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)
* Saltwater crocodile (and variants)
 
 
* Sea monster
 
* Sea monster
 
* Sea serpent
 
* Sea serpent
 
* Troll
 
* Troll
 
* Voracious cave crawler
 
* Voracious cave crawler
* Walrus (and variants)
+
* Walrus (and variants, walrus men are currently unusable)
* Wild boar (and variants)
+
* Wild boar (and variants, wild boar men are currently unusable)
 
* Cyclops
 
* Cyclops
 
* Ettin
 
* Ettin
Line 561: Line 540:
 
== Appendix E, List of monsters that yield venom sacs ==
 
== Appendix E, List of monsters that yield venom sacs ==
  
* Adder (variants, normal version is too small to yield any)
+
* Giant adder (normal version is too small to butcher, adder men are currently unusable)
* Giant bark scorpion (normal version is a non-butcherable vermin)
+
* Giant bark scorpion (normal version is a non-butcherable vermin, bark scorpion men are currently unusable)
* Black mamba (variants, normal version is too small to yield any)
+
* Black mamba (and variants, black mamba men are currently unusable)
 
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)
 
* Giant brown recluse spider (normal version is a non-butcherable vermin, recluse spider men are currently unusable)
* Bushmaster (and variants)
+
* Bushmaster (and variants, bushmaster men are currently unusable)
* Copperhead snake (variants, normal version is too small to yield any)
+
* Giant copperhead snake (normal version is too small to butcher, copperhead snake men are currently unusable)
 
* Giant desert scorpion
 
* Giant desert scorpion
 
* Giant cave spider
 
* Giant cave spider
* Gila monsters (and variants)
+
* Gila monsters (and variants, gila monster men are currently unusable)
 
* Helmet snake
 
* Helmet snake
 
* King cobra (and variants, king cobra men are currently unusable)
 
* King cobra (and variants, king cobra men are currently unusable)
* Platypus (variants, normal version is too small to yield any)
+
* Platypus (and variants, platypus men are currently unusable)
 
* Rattlesnake (and variants, rattlesnake men are currently unusable)
 
* Rattlesnake (and variants, rattlesnake men are currently unusable)
* Serpent man
+
* Serpent man (currently unusable)
 
* Manticore
 
* Manticore
  
Line 687: Line 666:
 
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.
 
* Fire magic, opposed to wind. Flings a fireball at a target creature when used, fellow fire mages cannot be targeted with it. Associated with fire, the sun, and volcanoes. Can be obtained from dragons and bronze colossi, secondary sources include giants and hydras.
 
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.
 
* Healing magic, opposed to blight magic. Mends bleeding and tissue damage on a target creature when used. Also temporarily immunizes the target against blight magic. Associated with healing, mercy, and rebirth. Can be obtained from hydras, treants are a secondary source.
* * Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts permanant personality changes on the user, along with temporary stigmata that will worsen if used repeatedly. Also carries a small change of being temporarily rendered mute, which will disable casting. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).
+
* Infernal magic, opposed to clairvoyance magic. Summons a random demonic creature when used, which will always be one of the raw-defined demons instead of a generated one, which will attack any living thing except the caster. Inflicts stigmata and personality changes on the user, repeated use will build up side effects until blood loss becomes lethal, and each use has a chance of rendering the caster permanently mute. Associated with lies, nightmares, and thralldom. Can be obtained from shoggoths, mi-gos are a secondary source, can also be obtained as a major curse (with additional side effects).
 
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.
 
* Nature magic, opposed to animal magic. Summons a random natural predatory animal when used. Associated with nature, plants, and trees. Can be obtained from treants and ettins, cyclopes and eternal things are a secondary source.
 
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.
 
* Protective magic, opposed to war magic. Grants high damage resistance to a target creature when used. Associated with courage, discipline, and longevity. Can be obtained from gargoyles, bronze colossi are a secondary source.
 
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.
 
* War magic, opposed to protective magic. Inflicts a berserk rage on the caster when used, with appropriate status buffs. Associated with war, victory, and murder. Can be obtained from giants, dragons are a secondary source, can also be obtained as a major curse (with additional side effects.
 
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.
 
* Wind magic, opposed to fire magic. Sends multiple target creatures flying away with high force when used, requires targets to be fairly close. Associated with storms, thunder, and wind. Can be obtained from rocs and cyclopes, minotaurs and gargoyles are a secondary source.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)